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"reality technology" » "health technology" (Expander búsqueda), "family technology" (Expander búsqueda), "satellite technology" (Expander búsqueda)
1
artículo
Publicado 2022
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This new reality has shown us that it is inevitable to migrate to a new form of trade, without borders, looking for savings at costs and prices of the product or service. Based on an exploratory-descriptive methodology, we propose to innovate when selling clothing via the web by using an augmented reality application and intelligent mannequins that allow us to assure customers that the size chosen is the correct one.
2
artículo
Publicado 2022
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This new reality has shown us that it is inevitable to migrate to a new form of trade, without borders, looking for savings at costs and prices of the product or service. Based on an exploratory-descriptive methodology, we propose to innovate when selling clothing via the web by using an augmented reality application and intelligent mannequins that allow us to assure customers that the size chosen is the correct one.
3
tesis de grado
This project addresses the problem of finding stores specialized in clothing accessories amid the overwhelming offer of products in marketplaces and virtual stores. The laborious search and comparison of products, along with the frustration of not being able to try them before purchasing, affect consumers. Furthermore, entrepreneurial accessories brand owners face obstacles by not finding a suitable online space to display and sell their products, affecting their sales. The innovation proposal focuses on the creation of a marketplace with augmented reality technology, using agile methodologies and Design Thinking. It begins with market and user research, followed by the development of a strategic business plan and the design of the Minimum Viable Product (MVP) for future implementation. The marketplace, as a solution, offers buyers the convenience of finding a variety of products in one ...
4
artículo
Publicado 2025
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Information and communication technologies are helping to improve experiences in many areas, such as engineering, simulation, education. It is in the area of education, that thanks to the help of hardware and software, are allowing to improve the educational experiences, in the present work, we resort to the use of the Virtual Reality glasses of the Oculus Gest 2 model, with the Spatial application, applied to the learning of music. We present the architecture of the solution so that it can be replicated and scaled to other courses and subjects of study, we present how to configure each of the tools as well as the alternatives that can be worked in order to optimize resources, as a result we present the advantages and disadvantages of using Virtual Reality technology and recommendations to optimize its application so that it can be replicated and scaled to other applications.
5
artículo
Publicado 2023
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Learning the anatomy of the human skeletal system presents several challenges in understanding the complexity of the human body. One of the most common issues is the absence of effective and accessible learning methods that enable students to gain comprehensive knowledge. Therefore, the use of technologies such as augmented reality (AR) aims to address this issue and facilitate its resolution by enabling students to engage with three-dimensional anatomical models, fostering hands-on, visualization-based learning. The aim of this study is to enhance the learning of human skeletal anatomy through the use of AR technology. The study employed a quantitative approach and a pre-experimental design, in which the experiment was conducted according to the research plan and involved 60 students. Mobile-D was used to develop the mobile application. The findings revealed that 93.3% of participants a...
6
artículo
Publicado 2020
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Augmented reality technology is being a huge support in education standing out the user's attention to interact with virtual world in real space. In this article, the level of influence that would have the use of a mobile application with augmented reality will be evaluated in primary students for Quechua language learning. Likewise, the quasi-experimental design is used and the sample consists of sixty students divided into two classrooms of thirty students respectively. The experimental group improves his grades in a 19.7% unlike the control group and also a reduction of time for understanding the information is seen. In conclusion, the augmented reality mobile application influences significantly in Quechua language learning for fourth-year pupils of primary school.
7
artículo
Publicado 2023
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Mountain glaciers are considered great reservoirs of water, and their importance lies in the fact that many of our ecosystems and numerous communities depend on them; Peru has one of the largest extensions of Andean snowcapped mountains, which have been affected by the decline in their glacier coverage and that is warned, will disappear due to environmental conditions and alterations in the current global temperature. This problem has increased due to ignorance, misinformation, indifference, and lack of solidarity on the part of the population who favors this discouraging situation. Taking advantage of the current technological immersion, in which we live, the development of a mobile application was proposed as a pedagogical resource to raise awareness among educational institutions about the glacial retreat of the Peruvian Andean snow-capped mountains, showing the current situation of s...
8
tesis de grado
Publicado 2019
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El propósito principal de la presente investigación es mejorar el proceso de capacitación en Seguridad y Salud Ocupacional utilizando la tecnología de Realidad Virtual inmersiva, en la empresa minera Antamina S.A, Huari, Ancash – 2019. Donde el tipo de investigación fue aplicada, de nivel explicativo y diseño cuasi experimental. La población de estudio estuvo conformada por los trabajadores de la empresa minera, donde la muestra se determinó bajo el método no probabilístico, muestreo por conveniencia, teniendo a un total de 18 trabajadores. Las técnicas que se utilizaron fueron la revisión documentaria y la encuesta con su instrumento el cuestionario. Asimismo, para la realización del aplicativo se utilizó la metodología propuesta por Morales, et al., (2015) citado por Maldonado & Zamora (2017), fases y actividades correspondientes a la metodología de desarrollo evoluti...
9
artículo
Addressing the presence and development of virtual reality in the professional field is a somewhat complex challenge. It is a current topic in multiple forums and an emerging field, but it has not consolidated a solid theoretical and academic basis on which to base its presence in society, as well as its possibilities in relation to the construction of storytelling, a new look and business models. This article explains the communicative use of virtual reality in the business and institutional spheres. It is proposed through a representative review of case studies the uses of the multimedia format with immersive capacity and virtual reality developed by some institutions, in order to delimit their intentionality to raise awareness, educate, entertain, inform or develop marketing strategies. In the same way, it describes if this format is only a fashion or a strategy to achieve presence of...
10
artículo
The principal aim of this project was to innovate the classic board game chess so people can play at any time and place without the need for physical space and real pieces for the game to run correctly. This project can encourage more people to become interested in this board game by using augmented reality technology and personalized models and animations. Players can use the application without the need to use a physical board or pieces and without any kind of image marker. They just need to point at a flat surface with the phone camera so that all the game objects appear and then they can interact with the game intuitively by selecting the elements on the screen. The system has been created to work on high-end Android phones using the technology of Unity and Vuforia.
11
artículo
Publicado 2023
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Mountain glaciers are considered great reservoirs of water, and their importance lies in the fact that many of our ecosystems and numerous communities depend on them; Peru has one of the largest extensions of Andean snow-capped mountains, which have been affected by the decline in their glacier coverage and that is warned, will disappear due to environmental conditions and alterations in the current global temperature. This problem has increased due to ignorance, misinformation, indifference, and lack of solidarity on the part of the population who favors this discouraging situation. Taking advantage of the current technological immersion, in which we live, the development of a mobile application was proposed as a pedagogical resource to raise awareness among educational institutions about the glacial retreat of the Peruvian Andean snow-capped mountains, showing the current situation of ...
12
tesis de grado
Publicado 2021
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En la presente investigación tiene como finalidad dar a conocer el comportamiento del consumidor hacia nuevas tecnologías orientadas a la experiencia de compras en una tienda retail. La tecnología de realidad aumentada es una inmersión de lo real y lo virtual que en estos últimos años ha venido tomando más notoriedad en la comunidad tecnológica y para el mundo retail no es ajena a esta tecnología, sumado a la adaptación en los dispositivos móviles, que en conjunto darán una experiencia inmersiva hacia el cliente cuando visite las instalaciones de una tienda retail. Esta nueva forma de compras, se apoya en potenciar esta tecnología de interactividad con el cliente cuya finalidad es la captación de cliente así mismo del incremento de ventas. El presente artículo se concentra en los procesos conceptuales de un entorno físico, descentralizando los canales de venta tradiciona...
13
tesis de grado
Publicado 2018
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El propósito fundamental de la presente tesis es determinar la influencia de una aplicación móvil en el desarrollo de la competencia matemática en estudiantes del segundo grado de la “Institución Educativa San Vicente de Paúl” en el año 2017; para ello, se reflexiona teóricamente acerca del software educativo como instrumento del proceso de enseñanzaaprendizaje, luego se realiza el diseño e implementación de un aplicativo móvil cuyo objetivo es servir como fuente de información, haciendo uso de la tecnología de realidad aumentada para mostrar imágenes en 3D de las figuras geométricas. Se utilizó y aplicó el software educativo “ARWORLDMATH” para realizar un conjunto de evaluaciones y observaciones que permiten afirmar que dicho aplicativo móvil tiene influencia en el proceso de la competencia matemática: “actúa y piensa matemáticamente en situaciones de for...
14
artículo
Publicado 2025
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The COVID-19 pandemic accelerated the adoption of virtual and hybrid teaching methods, leading to substantial changes in educational approaches. This study focused on evaluating the effect of mediating technologies on post-pandemic educational processes, emphasizing their essential role in enhancing interaction and cooperation between teachers and students. Although their relevance is evident, challenges persist in terms of access, quality, and evaluation of technological educational initiatives. To address these challenges, a comprehensive literature review was conducted, examining 26 international academic studies published in the last five years. The findings indicate that mediating technologies positively influence motivation, student retention, and self-directed learning, especially in higher education and language teaching. However, the effects vary depending on the context. It is ...
15
artículo
Publicado 2023
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Worldwide there are different designs of plows, however, these have their drive-in hydraulic systems raising the cost of production. The objective of this research was to design and optimize a prototype in CAD systems of a low-cost reversible gravity plow with three plowing discs that can be used by a low-power tractor (50 to 75 Hp). The design emphasizes the conceptual innovation and dimensioning of a novel system of mechanisms that, together, is capable of reversing the plow discs only with the action of gravity and the inertial masses that are produced when lifting the plow. For this innovative design, is incorporated the concepts of "Theory for Solving Inventive Problems" (Tieoriya Riesheniya Izobrietatielskij Zadach) (TRIZ) and "Quality Function Deployment" (QFD). For the dimensioning of the design, the moments of work in which the plow supports the greatest stress are considered: a...
16
artículo
Publicado 2022
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“Background: Virtual reality (VR) technology is an effective, interactive and immersive type of communication since it produces greater interest and attention in the user, thereby allowing greater understanding and comprehension than with more traditional methods. On the other hand, not much information is known about the application of this novel technology in the context of social acceptance as far as the mining sector is concerned; our approach and methodology were based on scoping review (Prisma-SrC, Daudt et al., Arksey, and O’Malley). The research terms were also planned before, with the aim of carrying out three posterior screening levels, among which was the use of EndNote 20 and the PICO framework. Exhaustive research was carried out in nine databases. We obtained n=2 research articles of n=923 initially found, all of which went through three levels of filtering. The chosen ...
17
artículo
Publicado 2022
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“Virtual reality (VR) technology is an effective, interactive and immersive type of communication since it produces greater interest and attention in the user, thereby allowing greater understanding and comprehension than with more traditional methods. On the other hand, not much information is known about the application of this novel technology in the context of social acceptance as far as the mining sector is concerned; our approach and methodology were based on scoping review (Prisma-SrC, Daudt et al., Arksey, and O’Malley). The research terms were also planned before, with the aim of carrying out three posterior screening levels, among which was the use of EndNote 20 and the PICO framework. Exhaustive research was carried out in nine databases. We obtained n=2 research articles of n=923 initially found, all of which went through three levels of filtering. The chosen articles wer...
18
artículo
Publicado 2016
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El presente trabajo tiene por objetivo describir la arquitectura de software usada para el desarrollo de Cultiventura, una herramienta que proporciona recursos tecnológicos para el apoyo a la formación de la identidad cultural en el proceso de enseñanza aprendizaje de la cultura Moche en el curso de Personal Social a estudiantes de cuarto, quinto y sexto grado de educación primaria, mediante tecnologías de videojuego y realidad aumentada. Se describe el método de diseño de arquitectura en el contexto de un proceso ágil de desarrollo de software. Los resultados indican que la aplicación del modelo basado en arquitectura ha permitido desarrollar los recursos, gestionando la arquitectura, desde la visión conceptual hasta el artefacto de software. El modelo permite al equipo de desarrollo comprender como se implementan las características esenciales dentro de la organización de l...
19
tesis de grado
Publicado 2021
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La presente investigación propone una manera de implementar la utilidad de las aplicaciones de realidad aumentada en el sector turístico para la difusión y revalorización del patrimonio histórico y cultural del Cusco, mediante el desarrollo de un aplicativo móvil para mostrar los puntos de mayor interés dentro del centro histórico de Cusco, la realidad aumentada para el turismo tiene infinitos campos de aplicación y potencial gracias a la creciente difusión de dispositivos móviles como tabletas y teléfonos inteligentes, por tal motivo se ha tomado en consideración el uso de tecnologías de realidad aumentada más potentes y efectivas como es ARCore, la plataforma de desarrollo de software de realidad aumentada implementada por Google, la aplicación está desarrollada con Java, con la ayuda del IDE de Android Studio. La realidad aumentada puede desempeñar un papel clave par...
20
tesis de grado
Publicado 2022
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En la actualidad observamos que los modelos de enseñanza tradicional de las instituciones educativas en el Perú no se alinean con las competencias requeridas en el mundo laboral, que en circunstancias del vertiginoso desarrollo tecnológico exige otros conocimientos, habilidades y aptitudes, conocidas como las competencias digitales, de manera que, el propósito de la investigación fue a través del desarrollo y aplicación de una herramienta de la realidad mixta, determinar la influencia de la realidad mixta en la enseñanza multicanal en la Institución de Formación Profesional – SENATI, Lima 2022. El estudio fue de enfoque cuantitativo, del tipo aplicada, de alcance descriptivo y de diseño experimental, transversal, cuasiexperimental y, cuya muestra estuvo conformada por el grupo experimental constituida por 50 alumnos y, el grupo de control constituida por 41 alumnos. Se utili...